Surprise and initiative in Advanced Dungeons & Dragons
Last weekend I ran an AD&D game at the North Texas RPG Convention, a run through Karl Merris’s Fell Pass from Dragon Magazine 32•. Fortunately, I also ran a playtest with my local group, because I’ve forgotten a lot about how AD&D worked. Much of what I didn’t forget was wrong. I’m pretty sure we always used d10 for initiative, for example.
When I started using Gods & Monsters, I planned never to run AD&D again; preparing for this game I began to remember why. It’s not that the rules are overly complex; it’s that they’re explained in bits and pieces, scattered throughout the text, with strangely-ignored edge cases.
Take surprise, for example. Surprise is basically very easy. Roll a d6 for the entire group. If you roll a 1 or 2, the group is surprised, and that’s the number of segments they’re surprised. Individuals with high dexterity can adjust that up or down.
That some characters are surprised only on a 1 on d6 isn’t a big deal either, because the group uses their most advantageous member for the surprise roll. And that some creatures (and characters) have specific rules for when they cause surprise also works surprisingly simply, though it could have been worded better. When a group with special surprise rules meets a group with special not-surprised rules, the range needs to be converted to a modifier from the standard, and then applied to the die roll. It seems like it would have made more sense to have it be a modifier to begin with, but that’s D&D.
But no mention is made of characters who roll a percentile die to be surprised. If their most advantageous character is a Monk, and they roll 19 on d100, this means they’re surprised. It cannot possibly mean that they are surprised for 19 segments, however.
I chose to read the Monk surprise as basically a 1 in d4 chance, so that if the most advantageous party member is a Monk, the party will only be surprised for one segment.
Initiative is easier. It doesn’t have edge cases, at least in the normal game. But the rules are spread over several places. I decided to use the weapon speed portion of the rules, because I had a Monk in the pregens, and Monks rely on getting extra attacks on initiative ties to be effective. Since initiative is rolled on a d6, ties are fairly common. Also fairly common is the player characters having one attack per round, fighting creatures with two attacks per round—this means there is no initiative roll. There were more rounds where no initiative was necessary than there were where we had to roll initiative.
I made up a cheat sheet for surprise and initiative (PDF File, 234.3 KB) for the game. I’m making it available here. It includes page numbers for where the rules are. If you think I’ve misinterpreted the rules, let me know where and why, as I’d like to have this be correct.
A more minor surprise was movement. I had remembered different movements for the demihuman races, but there is nothing about this in the rules for player characters. It makes sense. The movement rates in AD&D are so slow that they have to be more cognitive than physical. Characters don’t move at 120 feet every ten minutes because of their height. They move at that speed because they’re in an unfamiliar area and are trying not to be surprised or get lost.
I included ranges of light sources and rates for movement just because there was room on the back, and because this information is not on the Dungeon Master’s shield. If I played AD&D more often, I probably wouldn’t need a cheat sheet for light or movement.
North Texas RPG Con
- Dragon Magazine 32• (magazine)
- This Dragon was slightly before my time; I wouldn’t start playing for about ten months, and in any case we had no gaming store until my cousins opened a gaming section of their parents dime store a year or two after that. This issue contains The Fell Pass, an adventure from a San Diego gamer that epitomizes old-school. It also contains cool articles on Druids—in fact and fantasy, weapons of the far east, and aquatic megaflora.
- North Texas RPG Con
- “The NTRPG Con focuses on old-school Dungeons & Dragons gaming (OD&D, 1E, 2E, or Basic/Expert) as well as any pre-1999 type of RPG produced by the classic gaming companies of the 70s and 80s (TSR, Chaosium, FGU, FASA, GDW, etc). We also support retro-clone or simulacrum type gaming that copies the old style of RPGs (Swords & Wizardry, Castles & Crusades, and others).”
initiative
- Initiative and surprise (PDF File, 234.3 KB)
- My AD&D initiative and surprise cheat sheet, with movement and light sources thrown in for good measure.
- Initiative and surprise (Gzipped RTF file, 180.4 KB)
- The source file for my AD&D initiative and surprise cheat sheet.
- AD&D Initiative—Surprise: Nagora at Nagora’s Corner
- “When two groups (of one or more figures) come suddenly upon each other there is a chance that each will be surprised. Normally, each side rolls 1d6 and a roll of 1 or 2 indicates that they are surprised as a group for 1 or 2 segments. A roll of 3 or higher means that they are not surprised. Do not subtract the different sides' dice from each other (as suggested in the tables in the rules).”
- Advantage in the fog of war
- An initiative-style advantage system is inappropriate to Gods & Monsters-style play. The recent changes to advantage were an experiment to see if initiative was worthwhile. My next experiment will test whether an initiative-style advantage system is unnecessary.
- Surprise problems at Dragonsfoot
- “I feel like I understand the basic rules describing surprise and initiative, but am unsure how to handle interactions between monster and character types that have non-standard rolls. For example, if a Barbarian is suprised only on a 1 in 6 and surprises others on a 3 in 6 (I made these up, but they are qualitatively like the rules), what happens when two Barbarians meet? Similar problems arise with elves and others having exceptional surprise stats.”
More Dungeons & Dragons
- In Defense of the One-Minute Round
- The six-second combat round de-emphasizes role-playing and problem solving in favor of brute force and pre-defined from-the-sheet actions.
- Critical (fantasy) race theory
- It isn’t racist to address D&D characters by their race. D&D character races are things the character can do. It is racist to imply that real world races are as inferior and superior as fantasy races. Woke racism is still racism.
- Watches in Dungeons and Dragons Fifth Edition
- Watches are actually a bit difficult in D&D 5e due to the sleep/rest rules. Watches with multiple people on each watch, for twice the eyes on target, are even more difficult.
- The Great Falling War, Revisited
- Delta’s D&D Hotspot revisits the falling wars, and provides a surprising bit of information about the lethality of falling.
- Nothing will be restrained from them, which they imagine to do
- Figuring out stuff from “the times before” is hard to do.
- Six more pages with the topic Dungeons & Dragons, and other related pages
More initiative
- Advantage in the fog of war
- An initiative-style advantage system is inappropriate to Gods & Monsters-style play. The recent changes to advantage were an experiment to see if initiative was worthwhile. My next experiment will test whether an initiative-style advantage system is unnecessary.
More North Texas RPG Con
- In Honor of Jack “Bones” Burton
- High school biology teacher Jack Burton’s dream job was driving a truck across country where the only people he’d have to talk to will be on the other end of a CB radio.
- Kolchak’s Cold January at North Texas 2024
- I’ll be running another Kolchak: The Night Stalker game at North Texas in 2024, again using the Daredevils rules from Fantasy Games Unlimited. We finally move into 1977 for the great Chicago freeze!
- Flashing Blades at NTRPGC 2024
- I’ll be running a game of Flashing Blades on Wednesday at North Texas 2024.
- A Kolchak Christmas at North Texas 2023
- I’ll be running another Kolchak: The Night Stalker game at North Texas in 2023, again using the Daredevils rules from Fantasy Games Unlimited.
- Kolchak is back, baby! At North Texas 2022
- I’ll be running another Kolchak: The Night Stalker game at North Texas in 2022, again using the Daredevils rules from Fantasy Games Unlimited.
- Five more pages with the topic North Texas RPG Con, and other related pages
I think it's worth noting for , "Dexterity reaction adjustments affect the number of surprise segments for that individual" that the first check is which _party_ is surprised.
The Dex reaction reduces the number of segments the _individual_ is surprised, but they still can't act, as their party is suprised. They just can't be affected by the other side any more - any attacks defer to standard init.
Rick Steeves in Durham, NC at 5:41 p.m. January 10th, 2023
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Yes, that’s a good point. And what segments mean during surprise, too.
Jerry Stratton in Texas at 5:07 a.m. January 11th, 2023
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